AbilitiesGuts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Metagross (Giant Enemy Crab) -Nature: Sassy (+1 SpD, -15% Speed, -10% EvasionType: Psychic/Steel
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)Light Metal (DW): (Trait) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Type: Grass/Ghost
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Type: Ground/Dragon
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin: (Innate) (DW Locked) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

About: While meditating, Throh was approached by the team and instantly felt Steve's strength. During their battle, Ernie showed a lot of inteligence and cunning, used Steve's own strength against him and got an early lead, but Steve managed to recover and quickly turn the tables around. After being burned by his Fire Punch, Ernie activated his Guts ability and had little trouble beating down Steve, until his Anger Point activated and a single Close Combat was enough to fall the Judo Pokemon.

He decided to join the team and train harder than ever, due to his old age, he also feels responsable to the others and greatly enjoys Tara's company, due to her maturity.

Guts (Innate):

This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Inner Focus (Innate):

When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Type: Normal/DarkNormal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

About: A childhood friend of Chuck, Aloysius refused to follow the team when they met in the haunted house. Several weeks later, however, the house was destroyed to be replaced by a mall. Having no place to go, Aloysius wandered the forest before being found by the team, this time accepting to go with them.
Despite his innitial lack of trust, Aloysius came to respect the others and showed to be more sociable than Chuck. He shares Rob's love for comic books.

Abilities:Insomnia (Innate):This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

Normalize (Can be Disabled): This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon's Normal-type attacks have four (4) more Base Attack Power.

Cursed Body (DW LOCKED,Innate): When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

About: Recently born (and brought back to life), Mordecai has very little memories of his life before the meteor destroyed the world, because of that, he had very little problem accepting Matezoide and his pokemon as a family. Mordecai is very curious to learn about the world he lives in. He is also extremely shy to everyone else, prefering the company of his teammates.

Abilites:

Swift Swim (Innate):

The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Summary:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

About: A Dodrio caught by The Royal Guard and later traded to Matezoide, Barry quickly made friends with Steve and Rob, recognizing their strength almost instantly, growing to respect the others with time. Despite the 3 heads, they are more often than not in agreement and decided to have just 1 name for the sake of simplicity. The head's team-work is what allows Barry to spin them around like an helicopter to use Fly.

Abilities:Run Away:
(Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Early Bird:
(Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.

Tangled Feet (DW):
(Innate) When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, the duration of confusion doubles.

"Welcome, one and all, back to the ASB arena! Today is a nice long 4-on-4 Single match pitting rickheg against Matezoide! Who will win? Who will lose? Who will make a silly mistake? Who will get KO'd? Find it all out here! Good luck to everyone!"

Round 1
"And now the match begins! To my left, rickheg lets out his Pokémon of choice: Krusty the Klown, his Conkeldurr! To my right, Matezoide sends out another bulky Fighting-type: His Throh, Ernie! Now, let the judo match begin!
"Ernie starts off the match with his signature move, Storm Throw, throwing Krusty into the wall of the arena. Krusty absorbs the blow, however, and Counters by slamming into the Throh, knocking him several feet.
"Before he can get back up, rickheg lights Krusty's fist on Fire, and Krusty proceeds to Punch Ernie in the nose. But before Krusty can straighten up, Ernie grabs the Conkeldurr around the waist, extinguishing the fire, and Tosses him across the arena, creating a Seismic boom! What power!
"Krusty, rather than getting back up, creates a small aura around him, which Ernie takes no notice of as he Throws the Conkeldurr again, Storming with anger. Krusty once more absorbs the blow, and Counters again, dealing tons of damage to poor Ernie.
"The round is over, and both Pokémon look a little worse for the wear."

According to IRC, Bind's passive damage will activate A3 even if Throh goes last.
Not sure how the mechanic works, but if Throh can use Superpower without canceling Bind, change A2 to Bind and A3 to Superpower. Personaly, i see Superpower as a powerfull tackle rather than a punch, so i think Throh can use it during Bind.

Round 2
"Superpower doesn't have a specific description, so if you want him to use Superpower by tackling, that's fine with me. Plus, it's not listed in Iron Fist's description.
"Also, I noticed that while it is somewhat obvious, ThunderPunch's move description does not mention what status condition it causes.
"The second round of this judo match begins as rickheg takes out his lighter once more, and once more Krusty Fire Punches Ernie. Momentarily stunned, Ernie quickly recovers, Superbly tackling the Klown with all his power!
"Krusty seems rather unperturbed by this display of strength, however, and karate chops the Throh with force strong enough to BreakBricks! Badly hurt now, Ernie grabs the Conkeldurr around the waist, Binding him with his arms.
"Frustrated, Krusty manages to free an arm, and envelops it in a veil of electricity seemingly created out of nowhere, Punching Ernie with the strength of Thunder - if thunder had strength, that is. Hardly able to stand anymore, Ernie uses Superpower again, pinning Krusty to the floor while still holding him. This seems to have turned into more of a wrestling match than a Pokémon battle.
"As we stand, Matezoide's plan had better act soon, as one more punch may bring Ernie down."

According to IRC, Bind (and friends) also prevents counter-switching (Just like Shadow Tag). If this turns out to be incorrect, i would like to re-order :P

EDIT:
<Deck_Knight> Yes. It has the same partial trapping effect as it does in-game, so an opponent caught in it can't switch.
<Matezoide> No, i mean, if Bind is used and the user switches out, the opponent is unable to counter switch, correct?
<Deck_Knight> Yes, because at the end of the round they were stuck in bind.

Time to*KACAW*Show our*KACAW*Power!

Brave-Bird -> Quick-Attack -> Quick-Attack

If Conkeldurr is under the effects of a protective/evasive move, use Accupressure that action and push-back, but not twice in a row.

Round 3
"The next round begins with Matezoide recalling his Throh back into its Poké Ball. During the split second it takes for the Conkeldurr to recover from the Bind, Matezoide sends out Barry, his Dodrio! This... doesn't bode well for Krusty.
"Barry instantly sets upon the Conkeldurr, finding his inner Bird and Bravely beaked Krusty in the stomach, knocking him out! Krusty the Klown is unable to battle!"

Round 4
"Recalling his fallen Conkeldurr, rickheg sends out his Metagross, Giant Enemy Crab, who looks quite eager to avenge his fallen teammate!
"Barry starts off the battle by soaring into the air, just in time to avoid a ThunderPunch from the Crab. Barry then Fly-s down into the Enemy, barely denting the metal.
"Barry quickly follows up with a Low Kick to the knee, sending the Metagross tumbling to the ground. On his way down, though, G.E.C. Mashes his fist into the Dodrio's stomach, teaching the flightless bird how to fly... backwards with the speed of a Meteor!
"Metagross gets back up and begins lumbering towards the dazed bird, ready to unleash another ThunderPunch. Barry sees it coming, however, and Fly-s up once again to avoid the attack, then comes down with mediocre damage.
"At the end of this round, Matezoide seems to have the strategy on his side, but will it be enough to defeat the raw power of a Metagross? Find out as the rest of the battle unfolds!"

Round 5
"At the beginning of Round 5, Matezoide recalls his Dodrio, sending out his Omanyte, Mordecai! Rickheg follows his lead and switches his Pokémon out to Rosalina, the Necturine!
"Rosalina starts the round off by summoning Energy from around the stadium, then firing it off in a giant Ball! Mordecai is knocked bacwards, severely injured. Rosalina moves in for the faint, but Mordecai recovers in time to fire some Spikes from his shell to rickheg's side of the field.
"Rosalina attempts to copy that, and shoots some more Toxic Spikes onto Matezoide's side of the field. Mordecai doesn't seem to nitice however; he is focused completely on extracting some Ancient Power from the depths of the earth. He then fires these powers, in the form of a glowing ball, straight at Rosalina! He also maintains some of the powers, raising all of his stats.
"While Rosalina struggles to get up, Mordecai fires some more Spikes towards rickheg. Rosalina gets up, carefully avoiding the hazards, and fires another Ball of Energy at the Omanyte, knocking it to the ground and reducing its special defense back to zero.
"At the end of this round, Matezoide had better have another dangerous plan, because Mordecai is getting a bit weak, and Rosalina's on a roll."